you wont need to mess with manuevering thrusters that much if its too-scale with the orignal.
but heres a simpler explanation for the mauevering thrusters
1: open up the ships.tbl and find things starting with "thruster" in the aura entry. they look like this:
+Used for: ( "Reverse" "Roll right" "Pitch up" )
+Position: (-4.936 2.293 2.05)
+Normal: (0.0 0.0 1.0)
2: now open up the model in modelview and place a gunpoint at the coords defined by the table. move it until its where its supposed to be, and change the +position values to match the moved gunpoint.
3: delete the gunpoint and move on through all the thrusters. check the original auora if you have problems finding where a thruster has to go.
notes: the thruster data in the .pof file (purple triangle things) doesent matter. and neither does the data like $Thruster01 Radius factor: 0.7
$Thruster Bitmap 2a: thrusterflame_blue
$Thruster02 Radius factor: 0.3
$Thruster02 Length factor: 0.7
$Thruster03 Radius factor: 1.4
TBM file stuff
all the new manuevering thruster infor goes directly after the LOD info. both info sets should be the same for auora.pof and auora_line.pof.
so one of the tbm entries should read in this order:
#Ship classes (this is the tbm starting point)
$Name: (this is the name of the ship its modifying
+nocreate (this insures its modifyign something, not creating a new table entry)
$Detail distance: (the distances at which the LODs switch. always start with 0.)
$thruster: (there are many of these little sub-entrys. define manuevering thrusters. x means its a field that should be copyed straight from the original.))
+Used for: x
+Position: (this is the only field you need to modify)
#End (tells the game the table has ended. with -wep.tbm files there can be two "ends". one for primary weapons and one for secondarys.)